unsupervised since 2026

Bad Sector Games

We make cute little games that secretly want to watch the industry burn.

DOS bloodline. Shareware spirit. Grindhouse logic.

Enter the studio Games Own titles. Escaped experiments. Familiar accomplices.

The memo

Unsupervised.

Pure 1995 floppy disk energy.
Raw, unfiltered, and proudly low-budget.

Bad Sector began as Dercetech’s internal skunkworks: a small human team running a no-bullshit AI sweatshop disguised as a retro studio.

We could have joined the LinkedIn crowd publishing AI theories, pontifications and predictions. Shipping scrappy shareware was funnier and more honest. The alternative was cringing at their articles.

Then the industry shorted out. Our parent company rewired its B2B model and handed us its game business. Apparently, our bad judgement had earned us the keys. Or they’d hit the “rats abandon ship” button.

Anyways! Look at us now. An actual studio. Unsupervised.

We now make our own titles and work exclusively with trusted partners. Nobody saw the value in restoring containment.
We’re safer inside the lab, anyway. Your loss.

Former members of Trash Panda Games — RIP. Greetings to the old crew.

Player 01 Pixel HUD portrait. Status: Operational
Project status
HPStudio operational
AMMOOwn titles underway
KEYShareware instinct
MAPArborea adjacent
ARMORQuestionable judgement

Doctrine

Field notes.

We don’t give a damn. We like having a website.
The industry is burning. We’re here for it.

Trends != design document.

Market trends are a poor reason to make a game. If the plan is to gamble your time for money, there are casinos. They spare everyone another Vampire Survivors clone.

Build while it burns.

Someone can write the post-mortem. We’d rather finish something worth playing. The meeting about the meeting has been cancelled.

Let things live.

An experiment that finds its audience has earned the right to remain outside.

Secret Sauce

Sleep deprivation. Poor judgement. Impossible deadlines. Productive shortcuts.
Zero fucks given.

Games

Something we finished.

Whoops. Most of what we finished probably belonged in a locked basement — or down the drain.
This one is allowed upstairs.

The Tablz band of colourful monsters.

Free educational game

Tablz!

Multiplication practice for children. Free, cute, and our attempt at an antidote to rotting brain cells.

We promise the next one will be more metal. Our first polished product is free and cute.

Experiment log

Outside containment.

Some cages were left open. The paperwork was not.

There are also toys missing from the shelves. We know where most of them are.

Quick game prototypes

Reactor 4 isometric base and resource-management screen.

2.5D proof of concept

Reactor 4

Quick and dirty base and resource management. A small reactor experiment you can play on mobile.

We let them roam freely. We secretly hope they break something and make the headlines for a reason we couldn’t predict, even if we cared.

Systems / Internal engineering

Real engineering.
Questionable decor.

There’s real engineering behind the gas mask and the fiery redhead. Our team’s combined experience adds up to decades of software engineering, systems architecture and levelling up in Dilbertian environments. Top dollar. Noncommittal committees. We learned a few things.

We’d rather recompile our kernel, fit our own control planes and wire the servers together through CheruNET. Arborea bleeds into reality; the infrastructure delivers actual capability. Some rooms await decontamination. Others stay radioactive on purpose.

01 / Host & containerKernel, services, container networks and ingress rules form separate boundaries.

02 / Private operator planeAuthenticated administration over the private network. Full controls belong here.

03 / Public projectionCurated status and limited views. Each surface gets its own scope in the threat model.

Belial, Shibboleth, Meshuggah, Andariel and Bahamud: a server fleet with names from the wrong basement.
Different roles, segmented attack surfaces, and lore woven through the interfaces.

About / Skunkworks

We are not Arborea Games.

Bad Sector is the psychotic little sister of Arborea Games.
We are the reason she locks her bedroom door.

Arborea is the world.
Bad Sector is the game studio with access to the workshop.

While our big sister Arborea behaves — quiet, responsible, building a serious universe with taste, discipline, and long-term vision — we steal her toys, drag them down to the basement, and plug them straight into 400V with no fuse.

From Isabel to Irrabel.

In Arborea, she is the quiet, modest, red-haired hero: competent, responsible, and probably making the correct decision for the correct reason.

Then Bad Sector got the keys.

We gave her caffeine, bad judgement, a Soviet-era 9x39 assault rifle and enough grindhouse logic to make the safety manual resign. Then we turned up the voltage until she came out loud, fiery, slightly feral and over the top.

Arborea builds cathedrals.

We steal their power tools.
We borrow heavily from Arborea’s universe, but we do not treat it with reverence.

We’re raiding their lorebook:
Arborea Island, Atargate Robotics, Cherudyne Systems, the Wellerman Minings Corps, the Daughters, Father Erras, Isabel, Dr Hexane, Bethany... the astral, Erradium, the Above & Below Horizon, the perpendicularity, the geometry, the doctrine, the orthogonality, and all those beautiful ideas, we remix them, and serve you the actual fun version. Maybe.

Arborea asks:
“Should we do this?”
Bad Sector asks:
“What happens if we do it twice?”

A Dercetech studio. Driven by questionable judgement.

CONTAINMENT: OPTIONAL. DO NOT DIVIDE BY ZERO.

Stuff
escaped.

We’re too busy building to care.

For systems and product engineering, software architecture or training, talk to our parent company, Dercetech.
The white collars handle the business.
We’re up to our white coats in the lab.

The shareware instinct survived the floppy disk.
The delivery schedule did not.

We leave Easter eggs in our games and websites.
If you find a calculator in one, don’t divide by zero.

Small games. Built fast.
Shipped anyway.

Playable experiments, site questions, or something worth showing us:
use the Bad Sector inbox.

Parent company

Dercetech SRL

Dercetech is the company behind Bad Sector: software architecture, product engineering, development, consulting, training, and long-term operations.

The serious business keeps the lights on.
The studio chooses what to make.

Creative imprint

Arborea Games

Our founder Jem authors the world.
Arborea Games presents it.

Bad Sector develops games alongside it, with the creative freedom to build our own unruly adaptations.
We steal her toys. They come back with extra flavour.